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Fortresses, border guards, and great castles, all of these are styles of fortifications that protect the Realm against hostile invaders. Dauntless and strong, Fortifications are useful for holding difficult chokepoints and supplementing a Realm’s defence.

The command of fortresses falls to a Realm's Champion.

Game Information

Cost: 20 Arcstone + Ten Vaults

Upkeep: 1 Vault

Construction Time: 3 Seasons.  At the first summit, at least half of the Arcstone and Vaults must be supplied, with at least a quarter being spent in the ensuing two Summits.

Repair: Fortifications do not recover strength passively like armies and fleets do. Instead they must have supplies and suitable workers brought to them to repair them. To do so, the Senate must pass a motion to commission repairs for a fortress. Repairs are conducted at a cost of 5 Arcstone and 3 Vaults per 1000 strength recovered. These repairs take 1 Season to complete and cannot be conducted if the Fortress is involved in a campaign. A maximum of 3000 strength can be recovered per season.

A Fortification has a base strength of 4500. A fortification reduced to less than 1000 strength is destroyed.

All fortifications have the ‘Stronghold’ Trait:

Stronghold This Fortification grants the territory it is based in the ‘Fortified’ trait. This fortification remains hostile to enemy forces even if the territory it is based in is taken by enemy forces.
Name Casualties Inflicted Modifier Casualties Suffered Modifier Special
Fortified - -10% Only applies to defending armies.

Upgrading an Fortification:

A Fortification may be upgraded, increasing its maximum strength to 7500 for a cost of 10 Arcstone and 10 Vaults. This process takes three seasons and requires a Senate motion.

Fortification Orders

Order Casualties Inflicted Casualties Suffered Claim Special
Fortified Defence -20% -50% +1000
Sally Out -20% +20% -2000 By taking the ‘ ‘Sally Out’ order a fortification may take part in 1 campaign occurring in an adjacent territory, contributing to claim, suffering and inflicting casualties as normal. The fortress cannot be the only force taking part in this campaign.

A fortress cannot ‘Sally Out’ if it is currently inside enemy territory or the territory it inhabits is currently under attack.

List of Concordian Fortresses

Deorling’s Citadel - Standard Fortress - Western Windholme

A relic of the First Mercenary War, it was Deorling’s Citadel that stopped the Artebazzani advance into the Iron Valley, ever since it has stood quiet, existing moreso as a home for refugees and a staging point for the defence of Windholme rather than a fortress. But Deorling’s stands ready, should it ever be needed again.

Trait Effect
Western Bulwark When take the ‘Fortified Defence’ action against forces attacking Western Windholme from the West, Deorling’s Citadel has a Casualties Inflicted of +0% rather than -20%.
Stronghold Deorling’s Citadel grants the ‘Fortified’ trait to Western Windholme. Deorling’s Citadel remains hostile to enemy forces even if Western Windholme is taken.

Starscar Borderforts - Standard Fortress - Starscar

A series of six keeps built along the Lenscaster Hills, the Starscar Borderforts were built to assist the defence of Weiland from the Onyx Aristocracy in the East. Their existence stands as a resolute declaration, this is the line in the sand, this is where the defeats of Bordevar end.

Trait Effect
Flamescarred End If a Campaign would destroy the Starscar Borderforts, all forces involved in that campaign will take an additional 500 casualties.
Stronghold Starscar Borderforts grants the ‘Fortified’ trait to Starscar. The Starscar Borderforts remain hostile to enemy forces even if Starscar is taken.